/*********************************************
 *
 *	Author: David Athay
 *
 *	License: New BSD License
 *
 *	Copyright (c) 2008, CT Games
 *	All rights reserved.
 *
 *	Redistribution and use in source and binary forms, with or without modification,
 *	are permitted provided that the following conditions are met:
 *
 *	- Redistributions of source code must retain the above copyright notice,
 *		this list of conditions and the following disclaimer.
 *	- Redistributions in binary form must reproduce the above copyright notice,
 *		this list of conditions and the following disclaimer in the documentation
 *		and/or other materials provided with the distribution.
 *	- Neither the name of CT Games nor the names of its contributors
 *		may be used to endorse or promote products derived from this software without
 *		specific prior written permission.
 *
 *	THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 *	ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 *	WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
 *	IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
 *	INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
 *	BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
 *	OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 *	LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
 *	OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
 *	THE POSSIBILITY OF SUCH DAMAGE.
 *
 *
 *	Date of file creation: 08-10-12
 *
 *	$Id: animation.cpp 231 2011-05-12 04:17:30Z ko2fan $
 *
 ********************************************/

#include "animation.h"
#include <stdlib.h>

namespace ST
{
	Animation::Animation()
	{
        mCurrFrame = 0;
	}

	Animation::~Animation()
	{

	}

	void Animation::addTexture(Texture *texture)
	{
		mTextures.push_back(texture);
	}

	Texture* Animation::getTexture() const
	{
	    if (mTextures.empty())
            return NULL;
	    return mTextures[mCurrFrame];
	}

	unsigned int Animation::getFrames()
	{
	    return mTextures.size();
	}

	void Animation::nextFrame()
	{
	    ++mCurrFrame;
	    if (mCurrFrame >= mTextures.size())
            mCurrFrame = 0;
	}

	BeingAnimation::BeingAnimation(int id, int part)
	{
	    mId = id;
	    mPart = part;
	}

	int BeingAnimation::getPart()
	{
	    return mPart;
	}
}
